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Practical Implementation of High Dynamic Range Rendering (GDC 2004)

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Practical Implementation of High Dynamic Range Rendering (GDC 2004)


Published March 24, 2004


HDR rendering gives new expressions to game graphics. As understanding of HDR and DX9 high precision buffer format becomes more common, real-time rendering 3D game engines are starting to take advantage of this technology. But because the current selection of hardware still has various limitations it cannot simulate HDR perfectly.

To equip HDR with restricted hardware abilities, we have to solve various problems.

For game real-time graphics, the visual expression attractiveness is more important than rendering accuracy. It is difficult to create attractive images just from more precise calculation. It is important to understand the differences between HDR and LDR and which is appropriate according to the type of expressions.

The lecture should help clarify some of the problems when equipping HDR, introduce some techniques of HDR expression that are possible to use on present hardware, DX8 and DX9, and indicate the expressions that can be advanced from HDR.

Speaker: Masaki Kawase


Run time 1:03:24
Audio/Visual sound, color
Language English

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